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(41 to 60) of 270 Results
Title AscendingAuthorDescriptionCategoryPlatformGameVerLevelDate
Compression - River City Ransom Zerog8z et alTilemap compression. ASM trace.Source CodeNESRenegade2.0Int13 May 2006
Compression - Shining Forceg8z et alMultiple Huffman. 68k code more intriguing. No example source.Source CodeGENShining Force2.0Int13 May 2006
Compression - Shining Force Gaideng8z et alMultiple Huffman text compaction. Bitmap interleaving. All three gaidens.Source CodeGGShining Force Gaiden: Final Conflict2.0Int13 May 2006
Compression - Sylvan Taleg8z et alSimple LZ. ASM trace with method comparisons.Source CodeGGSylvan Tale2Int13 May 2006
Compression LibraryJayThis is a companion package to Jay’s Compression Document, and contains source code that could be included in an extractor or inserter to dump/insert compressed text in ROM images.Source CodeN/AN/A1.2Int01 Jan 1999
Compression of SNES ROMsCzar DragonA document detailing some LZx, sliding window type SNES compression examples.AssemblySNESN/A1.0Int31 Mar 1999
Console Graphics DocumentKlarthDescriptions of graphics storage methods for the NES, SNES, NGPC, Virtual Boy, SMS, Game Gear, WSC, and Genesis.Graphics HackingMultipleN/A0.7Int18 Jul 2000
Converting SNES pointers to 24-bitKingMike's TranslationsThis is a document to explain how to convert SNES 2-byte pointer tables (”absolute addressing”) to 3-byte pointer tables (”long addressing”).AssemblySNESN/A1.0Int24 Jan 2011
D88 File StructureJPN TranslationsDescribes the the structure of the D88, a disk format commonly used in computers such as the PC88 and the X1. The original text was in Japanese.File FormatsMultipleN/A1.0Int06 Nov 2009
Decompression of SNES fontsBongo`A document which discusses a way to find and decompress SNES fonts and graphics.AssemblySNESN/A1.0Int20 Apr 2006
Deinterleave MD ROMDPHP routine to quickly detect and deinterleave a Megadrive ROM in SMD format. Takes a filename and returns the deinterleaved binary as a string variable.Source CodeGENN/A2.0Int20 Apr 2006
Demystifying Cinepak For SegabgvanburProvides DEMYST.PDF that gives a thorough break of the Cinepak for Sega CD format. Also included is the reverse engineered source code to the Sega CD codec code that runs on the Genesis (MAINPLAY) and Sega CD (SUBPLAY).File FormatsSegaCDN/A1.0Int29 Jan 2012
Der Langrisser Data StructuresDA document detailing much of the data in Der Langrisser including items, units, and classes.Game SpecificSNESDer Langrisser122107Int21 Dec 2007
DMA Transfers, Compression, and YouGideon ZhiAn explanation on how to bypass compression routines to insert and use uncompressed data in your project.AssemblySNESN/A1.0Int06 Aug 2002
Downtown Nekketsu Monogatari CompressionTomaitheousDowntown Nekketsu Monogatari’s LZ77 compression scheme explained. (Also shows were the font for the in-game text is located.)Graphics HackingTGCDDowntown Nekketsu Monogatari1.0Int07 Jul 2007
Dragonball Z 3: Killer Androids ASM Source CodeRedCometThe source code for all of the (documented) ASM changes made to Dragonball Z 3 for Twilight Translations English translation. The code assembles with x816 and is commented fairly well.Source CodeNESDragon Ball Z III: Ressen Jinzou Ningen2.0Int08 Oct 2006
Dragonball Z Gaiden: Plan to Eliminate the Saiyans Source CodeRedCometThe source code for all of the (documented) ASM changes made to Dragonball Z Gaiden for Twilight Translations English translation. The code assembles with x816 and is commented fairly well.Source CodeNESDragon Ball Z Gaiden: Saiya Jin Zetsumetsu Keikaku1.0Int30 Oct 2006
Dragonball Z: Assault of the Saiyans Source CodeRedCometThe source code for all of the (documented) ASM changes made to Dragonball Z 1 for Twilight Translations English translation. The code assembles with x816 and is extremely well commented.Source CodeNESDragon Ball Z: Kyoushuu! Saiya Jin1.0Int13 Oct 2006
Dream Maze: Kigurumi no Daibouken (SFC) FontKingMike's TranslationsA detailed look at where to find and how to edit the 12×16 font in Dream Maze: Kigurumi no Daibouken.Graphics HackingSNESDream Maze: Kigurumi Daibouken1.0Int02 Nov 2011
DTE - You can do it, we can helpKingMike's TranslationsA document detailing how you can implement DTE compression in your NES hacks, saving space and resulting in a potentially more professional reading hack.AssemblyNESN/A2.0Int05 Jun 2008
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